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Everything posted by nli2work
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Which version of Unity?
nli2work replied to RoverDude's topic in KSP1 Modelling and Texturing Discussion
I been using 4.2.2. Unity stopped supporting legacy animation component in newer versions (material animation is broken); I wouldn't be surprised if they did the same with legacy particle system. Unity 4 introduced new particle system, but parttools 0.23 is still the legacy system. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
I'm gonna say these are PDEs. single side linear aerospike is good idea. it shall be so. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
yeah, probably good to set the ISP back down, if only for game balance purposes. I don't have any numbers on pulse jet's ISP or TWR, I'm guessing around ~1200 and maybe ~3. PDEs theoretically have much much higher ISP... one graph has it around 4000 with hydrocarbon fuels; nothing on thrust or TWR though. I have vacuum mode on the integrated engines at half the thrust (~20kN), ISP on par with nuclear engine, you think that's too cheaty? It'd make for good drop ship action on low gravity bodies. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
Pulse Detonation Thrust Augment Cells in action. Not much real info to go on, I'm making up the stats. The general consensus seems to be it's better than jet engines. I have it at lower thrust, high throttle response, and comparable/better ISP. two kinds in the video; a small radial pod type; and structural integrated type in the fuselage section. of course I forgot to pack ammo for the vulcan. -
Glass Command Pod with retractable shield
nli2work replied to Kowgan's topic in KSP1 Mods Discussions
if I make one it won't look much like that though. IP issues to say the least. I do like the general shape and the idea of retractable shield for windows. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
nli2work replied to ferram4's topic in KSP1 Mod Releases
throttle down so your throttle TWR is ~1.25, until you get out of lower atmosphere, past about 35km on Kerbin.- 14,073 replies
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Glass Command Pod with retractable shield
nli2work replied to Kowgan's topic in KSP1 Mods Discussions
I like the concept. might get around to it when I do IVAs soon. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
updated Firespitter? link for DLL is in OP -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
pointed nose cone for rect fuselage can be done with one of the adapters no? the stretched rect to 1.25m adapter flowed quite nicely into the pointy nose cone, by coincidence. I'm thinking of combining those two adapters into one part using mesh switcher. the rest are pretty easy I can probably get them in with this weekends update. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
you mean like horizontal twin attach point? yea that would look pretty nice. the new bits should make VTOLs transports pretty fun with couple more pulse jet engines. IVAs yes, for the cockpit; science and crew compartment. those take a long time so don't expect any quick updates after this weekend. you build VTOLs with B9's small engine pods with integrated intake? does the vehicle tend to flip out of control beyond very small pitch and roll? only way I've been able to counter it is super strong SAS. I don't know if it normal or something wrong with my engines. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
links are still old. I just fixed the tail section so far as it required the most rework. the rest just need scale and attach nodes adjusted. new link probably by Sat. I got a few additions to round out the med sized parts for transportation. -
I'll be getting around to larger cargo bays eventually as well with RF. but no ETA yet.
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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
Ah yeah, I'll fix the attach node. you can replace the stack nodes for ED051 with these in the mean time. Sorry about that. node_stack_top = 0.0, 0.1, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, 1.0, 0.0 ED399 is okay though. it's meant for 3.5m tanks and it attaches okay for the most part. @AntiMatter DOh, thats what I get for not using my parts haha. I'll fix it in the next update. Need to fix the model for a real fix. update: got a good scale now, tail is wide enough for a rovemate/rovemax wheel rover with a little spare clearance room. added ramp extension to tail hatch. about 2.25m interior width cargo hold with good wide flat floor. Now I just need to get the rest of the parts to the same size and fix the attach nodes. -
which FS module are you referring to?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
nli2work replied to ferram4's topic in KSP1 Mod Releases
Hi Ferram4, I'm trying to dissect the basicaDragModel to understand it a little better... cosAngleCutoff //what's this? stall angle? majorMinorAxisRation //ratio of longest dimension and shortest dimension relative to foward direction of the part? long thin parts would be close to 1; flat wide parts would be close to 0? taperCrossSectionAreaRation // for conical shapes? cylinder would have ratio of 1? sharper cones would have close to 0? ignoreAnim //Recalculates drag values if animation changes the part's shape? the curve keys 1 //forward 0 //sideways -1 //backward what's the 2nd number? multiplier? how does positive/negative affect the drag? whats diffference between ClViscous and ClPotential? CmCurve applies to rotation in all axis? or just pitch? Thanks!- 14,073 replies
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Wind and heat proof RPM IVA cameras
nli2work replied to Wanderfound's topic in KSP1 Mods Discussions
I might be able wing something that could be FAR friendly, not sure about DRE... have you tried adding module exemption in FAR's configuration? Add JSIExternalCameraSelector to FAR's exempt modules. I don't think physicsSignificance does anything for FAR. in the FARPartCLassifications.cfg ExemptModule { hasModule = LaunchClamp hasModule = KerbalEVA hasModule = ModuleControlSurface hasModule = ModuleResourceIntake hasModule = ModuleParachute hasModule = RealChuteModule hasModule = FARBaseAerodynamics } I don't know if that's modifiable via MM. RF has a camera port with color coded axis. but I think I got something I can pull out into a separate camera part too. I'll keep you posted. -
[WIP] Nert's Dev Thread - Current: various updates
nli2work replied to Nertea's topic in KSP1 Mod Development
Looking stellar as always.